Added Level singleton to manage the (un)loading of levels and entrypoints
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parent
642e98b44e
commit
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7 changed files with 80 additions and 22 deletions
57
core/globals/levels.gd
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57
core/globals/levels.gd
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extends Node
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class Entrypoint extends Object:
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var scene_name: String
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var player_position: Vector2
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var reset_physics: bool
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func _init(
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scene_name_: String,
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player_position_: Vector2,
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reset_physics: bool
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) -> void:
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self.scene_name = scene_name_
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self.player_position = player_position_
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self.reset_physics = reset_physics
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const SCENES = {
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"intro": "uid://c6w7lrydi43ts"
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}
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var ENTRYPOINTS = {
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"intro_start": Entrypoint.new("intro", Vector2(0, 0), true)
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}
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# load that stuff
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var level_root: Node
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var player: Node2D
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func load_scene(scn_name: String) -> bool: # returns true on success
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if level_root == null:
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push_error("Can't load level, level_root is not registered yet.")
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return false
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if not scn_name in SCENES:
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push_error("Level " + scn_name + " doesn't exist.")
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return false
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unload_scene()
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var scn = load(SCENES[scn_name])
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level_root.add_child(scn.instantiate())
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return true
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func unload_scene():
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for c in level_root.get_children():
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c.queue_free()
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func load_entrypoint(ep_name: String) -> bool: # returns true on success
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if not ep_name in ENTRYPOINTS:
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push_error("Entrypoint " + ep_name + " doesn't exist.")
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return false
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if player == null:
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push_error("Can't load entrypoint, player is not registered yet.")
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return false
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var e: Entrypoint = ENTRYPOINTS[ep_name]
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if load_scene(e.scene_name):
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player.position = e.player_position
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return true
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else:
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return false
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